// Created on: 2013-11-11
// Created by: Anastasia BORISOVA
-// Copyright (c) 2013 OPEN CASCADE SAS
+// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
-// The content of this file is subject to the Open CASCADE Technology Public
-// License Version 6.5 (the "License"). You may not use the content of this file
-// except in compliance with the License. Please obtain a copy of the License
-// at http://www.opencascade.org and read it completely before using this file.
+// This file is part of Open CASCADE Technology software library.
//
-// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
-// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
+// This library is free software; you can redistribute it and/or modify it under
+// the terms of the GNU Lesser General Public License version 2.1 as published
+// by the Free Software Foundation, with special exception defined in the file
+// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
+// distribution for complete text of the license and disclaimer of any warranty.
//
-// The Original Code and all software distributed under the License is
-// distributed on an "AS IS" basis, without warranty of any kind, and the
-// Initial Developer hereby disclaims all such warranties, including without
-// limitation, any warranties of merchantability, fitness for a particular
-// purpose or non-infringement. Please see the License for the specific terms
-// and conditions governing the rights and limitations under the License.
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
#include <OpenGl_Flipper.hxx>
+
+#include <OpenGl_Context.hxx>
+#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_Vec.hxx>
#include <OpenGl_Workspace.hxx>
// function : Release
// purpose :
// =======================================================================
-void OpenGl_Flipper::Release (const Handle(OpenGl_Context)& )
+void OpenGl_Flipper::Release (OpenGl_Context*)
{
//
}
// =======================================================================
void OpenGl_Flipper::Render (const Handle(OpenGl_Workspace)& theWorkspace) const
{
+ // Check if rendering is to be in immediate mode
+ const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
if (!myIsEnabled)
{
- glMatrixMode (GL_MODELVIEW);
- glLoadMatrixf ((GLfloat*) theWorkspace->ViewMatrix());
+ // restore matrix state
+ aContext->WorldViewState.Pop();
+
+ // Apply since we probably in the middle of something.
+ aContext->ApplyModelViewMatrix();
return;
}
- OpenGl_Mat4 aMatrixMV;
- glGetFloatv (GL_MODELVIEW_MATRIX, aMatrixMV.ChangeData());
+ aContext->WorldViewState.Push();
+ OpenGl_Mat4 aMatrixMV = aContext->WorldViewState.Current() * aContext->ModelWorldState.Current();
const OpenGl_Vec4 aMVReferenceOrigin = aMatrixMV * myReferenceOrigin;
const OpenGl_Vec4 aMVReferenceX = aMatrixMV * OpenGl_Vec4 (myReferenceX.xyz() + myReferenceOrigin.xyz(), 1.0f);
aMatrixMV = aMatrixMV * aTransform;
// load transformed model-view matrix
- GLint aCurrMode = GL_MODELVIEW;
- glGetIntegerv (GL_MATRIX_MODE, &aCurrMode);
- if (aCurrMode != GL_MODELVIEW)
- {
- glMatrixMode (GL_MODELVIEW);
- }
-
- glLoadMatrixf ((GLfloat*) aMatrixMV);
-
- if (aCurrMode != GL_MODELVIEW)
- {
- glMatrixMode (aCurrMode);
- }
+ aContext->WorldViewState.SetCurrent (aMatrixMV);
+ aContext->ApplyWorldViewMatrix();
}